snes9x/vulkan/vulkan_slang_pipeline.hpp

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#pragma once
#include "vulkan/vulkan.hpp"
#include "slang_shader.hpp"
#include "vulkan_context.hpp"
#include "vulkan_pipeline_image.hpp"
namespace Vulkan
{
class SlangPipeline
{
public:
SlangPipeline();
void init(Context *context_, SlangShader *shader_);
~SlangPipeline();
bool generate_pipeline(bool lastpass = false);
bool generate_frame_resources(vk::DescriptorPool pool);
void update_framebuffer(vk::CommandBuffer, int frame_num, bool mipmap);
Context *context;
vk::Device device;
vk::Format format;
SlangShader *shader;
vk::UniqueRenderPass render_pass;
vk::UniqueDescriptorSetLayout descriptor_set_layout;
vk::UniquePipelineLayout pipeline_layout;
vk::UniquePipeline pipeline;
vk::UniqueSemaphore semaphore;
vk::UniqueSampler sampler;
struct
{
vk::UniqueDescriptorSet descriptor_set;
PipelineImage image;
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vk::UniqueFence fence;
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} frame[3];
vk::Buffer uniform_buffer;
vma::Allocation uniform_buffer_allocation;
std::vector<uint8_t> push_constants;
int source_width;
int source_height;
int destination_width;
int destination_height;
};
vk::SamplerAddressMode wrap_mode_from_string(std::string s);
} // namespace Vulkan